FBC: Firebreak: 10 Best Research Perks
FBC: Firebreak has a ton of perks to choose from, so you might be a bit overwhelmed with so many options. Unfortunately, not every perk is created equally, so choosing the right perks early on can be incredibly beneficial, as upgrading them will cost you both Lost Assets and Research Samples.
Each perk has a Weak and Strong variant as well as something called Resonance. Obviously, Strong perks are better than Weak perks, but you have to unlock the Weak version before you move on to the Strong version, and from there, you upgrade to Resonant.
Related
FBC: Firebreak Review
Only your wits and steel to survive in the Oldest House this time.
Basically, a Weak perk is the base version, and a Strong perk is the suped up version. Resonant perks are shared with your team, allowing you to share Strong perk passives with your crewmates. The one big stipulation is that you only have so many perk slots, and the higher versions of a single perk take up more spots.
You have nine total slots total. Weak perks take up one slot, Strong take up two, and Resonant perks take up three. So, if you’re playing in a coordinated team, you can have up to nine total Strong perks across the crew rather than just four Strong perks individually.
10
Pocket Dimensions
|
Ability |
Extra Ammo Capacity |
|---|---|
|
Rank Needed |
37 |
This perk will take some time to unlock, but at both the Weak and Strong levels, having more ammo is never a bad thing.
At higher difficulties and with certain corrupted items, you’ll find yourself spending ammo pretty quickly.
With Pocket Dimensions, you won’t run out nearly as fast, but that does mean it’ll take longer to restock at the Ammo Stations.
You can always stop mid-restock and return, but you’ll still be stuck at them for longer periods of time.
9
Jade Rounds
|
Ability |
Bullets have a chance of returning to the barrel once fired |
|---|---|
|
Rank Needed |
31 |
While you can find a whole lot of ammo around the map, you may not always have the time necessary to pick it up.
With Jade Bullets, you’ll be able to fire off more rounds before needing to grab ammo or hit an ammo station.
This works best for guns with larger magazines, as it’ll keep you firing for a much longer time.
You can use it with something like the revolver, and it may help you out in some situations, but you’ll notice a greater benefit with weapons with bigger magazines.
8
Shake It Off
|
Ability |
Jumping Removes Harmful Conditions |
|---|---|
|
Rank Needed |
28 |
There are a lot of harmful conditions in FBC: Firebreak, like fire, shock, and frost, but with this handy perk, you can jump away from your fears.
With so many different effects happening in Jobs like Ground Control, it can be difficult to manage them all.
If you’re playing by yourself or with randoms, this perk can come in handy to make up for the difference in teamwork.
While Resonant, your whole team will be able to shrug off conditions even easier than a Splash Kit could.
Related
FBC Firebreak Gets Steam Deck Approved Badge
You can officially play Remedy’s upcoming co-op shooter on the go.
7
Black Rock Rounds
|
Ability |
Bullets have a chance to neutralize |
|---|---|
|
Rank Needed |
37 |
This perk probably sounds familiar thanks to the Black Rock Neutralizer, which you can find in the game, to help deal with those pesky corrupted items.
While a bit taxing in the heat of the moment, with this perk, you can just as easily shoot the corrupted item until it is no more.
You’ll want to use this with guns that have a bigger magazine, so you can make sure the ability is activated more often than not. Things like the Machine Gun are great with Black Rock Rounds, since some of the smaller, faster corrupted items can be tough to chase down.
6
Impact Rounds
|
Ability |
Bullets have a chance to stagger |
|---|---|
|
Rank Needed |
29 |
This one is less for the Splash Kit and more for the Fix and Jump Kit.
Splash Kit has their own stagger ability built into the water gun they use, but this won’t always work on bigger threats, such as Powerful Enemies.
Staggering a Powerful Enemy or one of the more annoying invisible enemies can give you a chance to wipe it out quickly rather than spend time wearing it down.
Impact Rounds really help make short work of armored enemies, especially when using the SMG or machine gun to keep them staggered.
5
Low Profile
|
Ability |
Lower chance of attracting enemies when opening doors |
|---|---|
|
Rank Needed |
46 |
Arguably one of the best perks in the game, since this will make opening doors to the next zones and Safe Rooms easier.
You’ll be ways into the game by the time you unlock this, but on Extreme difficulty, you’ll be thankful for any sort of break you can get.
Since it applies to both zone doors and Safe Rooms, with Low Profile you’ll be able to open them more often in the heat of combat. This will give you access to ammo, healing, and Lost Assets, which can make or break any Job at the highest difficulty.
4
Influential
|
Ability |
Larger resonance field |
|---|---|
|
Rank Needed |
41 |
Your resonance field is what keeps your shield charged when near crewmates, but it is also what you use to share Resonant perks. This means that a larger field will give you some more freedom in how you move through each map and how separated you can be.
Even if you aren’t running a coordinated loadout with people, this perk still has the added bonus of keeping your shields charged even when you’re farther away from your crewmates.
If you are running a coordinated loadout, Influential is a must-have perk since it allows you to easily use all of your other perks in almost any event.
Related
10 Best 4-Player Co-Op RPGs You Need To Play
Your new favorite gaming experience awaits you and your friends.
3
Night Terrors
|
Ability |
Chance to get back up when downed |
|---|---|
|
Rank Needed |
47 |
The second-to-last perk you’ll unlock, Night Terrors, is one you just can’t do without.
Getting back up immediately after being downed is helpful, especially when you’re in a situation where your team may have run off without you.
Since you only have so many revives, the fewer you can use, the better. This perk will cut down on your overall deaths and keep you working for longer. Every boss’s dream, eh.
2
Maintenance Charges
|
Ability |
Repairing, charging, and extinguishing charges your parautility |
|---|---|
|
Rank Needed |
21 |
Since enemies typically come in waves with this perk, you can use your ultimate (Teapot, Garden Gnome, and Piggy Bank) at the beginning of the wave, then recharge it by completing objectives.
This works better on some maps than others, but if you’re playing the Splash Kit, I can’t recommend it enough.
As the Splash Kit, most of your time will be spent putting out fires. So, you can’t go wrong with charging the Teapot faster. It isn’t too bad for the other kits, since you can do your jobs and other jobs manually on your own.
1
Murder Charges
|
Ability |
Killing charges your parautility |
|---|---|
|
Rank Needed |
43 |
Murder Charges is the absolute must pick for any Job. You’re going to be doing a lot of Hiss killing, so getting back your ultimates ready for it is just icing on the cake.
Resonant or not, this perk should always be in your loadout. Its ability lets you use your most powerful tools as often as possible, and that’s crazy useful. When combined with other things like Maintenance Charges, you just can’t go wrong.
Although there are a lot of ways to combine various perks in FBC: Firebreak, the best perks will always be the right ones for the job and your team.
Always try to consider the job you’re doing before making your loadout so you can easily get a strategy that should guarantee success, unless, of course, you still need to do more research.
Related
FBC: Firebreak: How To Find Ammo
You can run out of bullets, but the Hiss won’t run out of their bloodlust.
FBC: Firebreak
- Released
-
June 17, 2025
- ESRB
-
T For Teen // Violence, Blood
- Engine
-
Northlight Engine
- Multiplayer
-
Online Co-Op
- Number of Players
-
1-3
- PC Release Date
-
June 17, 2025
